Hi Thalassicus
Thank you for this mod - I'd been looking for something that converted the ranged promotions to melee as well as making Lancers upgrade to AT and this mod covers those very nicely.
Just wanted to give you some feedback re: City Defenses. You've tripled the strength of City Defenses e.g. (Walls +15, Castles +22). I've just played two games on Immortal using v.11 of this Units Mod and I think this is a tad too strong.
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CALCULATING THE CITY DEFENSE OF CITY STATES
The problem in particular is City States (and higher difficulties). Each City State is counted as a Capital and has a Palace, which adds +6 Defense.
City States prioritize defense buildings, even when not under threat. The Palace defense added to Walls (+15) makes city-state conquest in the Ancient, Classical and Medieval eras very difficult.
Base City Defense (Ancient Era) +3
City Size Modifier - Size 1-3 (+0), Size 4-7 (+1), Size 8 or more (+2)
Palace +6
Walls +15
Garrison Modifier (approx. Unit Strength / 5, rounded up)
Science City Defense Modifier (SCDM) - there's also another scaled city defense modifier based on the amount of beakers/techs researched. From a quick runthrough starting from the Ancient Era (Normal Speed) with your Gradual Research mod I saw City Defense increase by +1 after completing techs worth a total of ~250 beakers, another +1 at ~500 beakers, another +1 at ~1000 and a further +1 at ~1600. I have not been able to work out the formula but from rough observation, by the time I was able to field say 2 Spearman + 1 Archer, the SCDM is +2. For Classical Age armies (Catapult / Swordsman / Horseman) the SCDM is +4.
(Keep in mind that SCDM is based on the tech of the defending AI or CS, so on higher difficulty levels the further they are ahead of you in tech, the greater the SCDM).
On Prince difficulty (and no garrisons), this gives us around +27 for a Ancient Era CS defense, or +29 for Classical Era.
My gameplay experience
I play on Immortal (where the CPU has faster tech), and here you get +30 for Ancient, +34 for Classical. Again, discounting garrisons.
Best Ancient Melee unit is Spearman (Str 7). With these odds, its impossible to take out a city without siege. Which is great! - no more of this conquer the world with 1 Archer + 1 Spearman. Or 3-4 insta-healing Horsemen.
So I thought - fine! just research Mathematics and build a Catapult. I actually had to build 2 since the 50% more city hp plus higher city defense value meant that if I only had 1 Catapult I would need to retreat it due to counter-bombardment.
By this time, city defense is +34. Catapults take some time do their job - CS hp reduced to 1. And this is when I find out that even with 3 full hp Spearmen they will lose all 10 hp on assault
I had GG (+25%), Drill II (+40%) and they could not take CS left with 1 hp. From a mathematical standpoint, I understand that 11.5 v 34 are not very good odds
But this really broke immersion from me since I had the city surrounded with 3 x 10 hp spearmen, the city was down to 1 hp but I could not take it.
I decided to make peace, trade for more Iron, and upgrade my original Warrior to Swordsman. And lol by the time I reach the CS he has entered Medieval Age and built a Castle (+22). Defense is now 56. Odds were now 18.15 v 56!
I eventually took the city with a Samurai
But I found it funny (and immersion-breaking) that the CS had 1 hp for over 60 turns (Normal speed), completely surrounded (except the coast) and I could not take it
This problem is not as bad with the AI Civs since they do not prioritize walls as highly as the CS and early on you are usually not taking the enemy Capital.
GENERAL OBSERVATIONS
Anyway, some general observations from two games with v11 of this mod on Immortal:
1. On higher difficulties the CS / AI tech pretty fast. CS prioritise Walls even when not actively attacked / threatened so they often have Walls (from Masonry) before you've researched Mathematics, settled Iron and built your first Catapult. This makes taking an early CS for their resources more challenging and makes gold for influence or settling a new city for resource much better options.
2. Even with the appropriate era units e.g. Swordsman vs City Walls you need to rely on promotions (Shock/Drill/Siege) to break the CS.
This hurts the AI as they are not very good at keeping their units alive - they tend to DOW and throw a multitude of contemporary era units against the Walls and eventually make peace. I find that the AI generally only manage to capture CS during late Medieval / early Renaissance once they have plenty of Longswords.
3. Musketmen (Str 15) are weaker than Longswords/Knights (Str 18) and have difficulty taking Castled cities (even when reduced to 1 hp). Makes sense mathematically but a little immersion-breaking from a technological advance standpoint since the Musketmen are a Renaissance Age unit.
Even with reasonable forces e.g. 3 Musketmen, 2 Trebuchets if you have no promotions and/or GG they will not take a Castled city.
3. I understand the intention behind making the defences scale better as later city conquests happen too fast. Would it be possible to make the Walls, Castles and Military Bases scale according to the depth of the tech in the tree?
e.g. Walls are obtained from Masonry which is two techs in. At the same level we have Triremes, Spearmen and Chariot Archers. None of these units should be able to threaten a Walled City without Siege support.
Swordsmen / Horsemen / Catapults being 3 techs into the tree (and also requiring Strategic resources!) should have an easier (but not easy!) time.
Similarly Castles should be impregnable to anything before Longswords (same tech depth, Melee 18) but we should also at least be able to take 1 hp Castles with Musketmen.
TL;DR
Defense buildings are now disproportionally strong compared to when they are available in the tech tree. This can make cities impregnable to contemporary era units, even when supported by GG and Siege. The problem is particulary noticeable when attacking City States (which also have a Palace providing +6 defense) and on higher difficulties.
Suggest scaling the defense buildings by tech-tree depth instead of by entire era, allowing units available later in the same era to be more effective against defenses. This would also be a good way to model technological advances vis-a-vis offense and defense.
Suggest the following numbers:
(vanilla Civ5 - Palace +6, Walls +5, Castle +7.5, Military Base +12 - Total +30.5)
(v11 of Units Mod - Palace +6, Walls +15, Castle +22, Military Base +36 - Total +79)
(Suggested - Palace +6, Walls +10, Castle +20, Military Base +30 - Total +60)
Typical Size 6 CS defense, Immortal Difficulty, with Suggested Numbers:
Ancient - +25 (vs Spearman 7, same tech depth (2) as Walls)
Classical - +29 (vs Swordsman / Horseman 11 - tech depth of 3)
Medieval - +51 (vs Longsword / Knight 18, same tech depth (5) as Castle)
Renaissance - +53 (vs Musketman 15 - tech depth of 6)
Later Ages - no data as did not play beyond late Renaissance
This gives (roughly) a 3:1 City Defense to Unit Strength ratio at each age, without taking into account promotions and GG. With 2xpromotions/GG (+65%), the ratio is closer to 2:1, which I think is a good risk/reward ratio for building defense and still allows us to take CS as long as we have siege.
(Note that my sample size is not huge since this is only two games so it may not be completely representative. I ran through a quick Prince game with v.11 and your Gradual Research Mod and the numbers held with about a -3 through -7 difference. Perhaps others can provide more data but this is what I feel is a reasonable starting point).
Thanks for sitting through this wall of text!